Race is not the same as trickjump...

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Sun Apr 12, 2009 9:55 am

  • I was just an a race server.... and guess what? they were not playing race maps.... they were playing trick jump maps... an it was one of these that are virtual impossible to get to the end....

    so my question is why the hell are ppl insisting on playing trickjump maps on race servers?


    I know I am trolling here.... but the question is still valid..
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    Gego
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  • Gego wrote:I was just an a race server.... and guess what? they were not playing race maps.... they were playing trick jump maps... an it was one of these that are virtual impossible to get to the end....

    so my question is why the hell are ppl insisting on playing trickjump maps on race servers?


    I know I am trolling here.... but the question is still valid..



    By trickjumping you can go faster than lasering yourslef up and you have more health to laser yourslef later so it still is a race map (or it's me that didn't understand the question :lol:)
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    Ozomahtli
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  • Gego wrote:an it was one of these that are virtual impossible to get to the end....


    Have you tried Warsow race? :P
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    FruitieX
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Sun Apr 12, 2009 3:28 pm

Sun Apr 12, 2009 4:36 pm

  • Uh... race means from point a to point b, hitting checkpoints along the way. I could make a moving platform that takes you from a to b and call it a race map.

    What you're really saying is, "Why you not do it my wai guize?!"
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    [-z-]
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Mon Apr 13, 2009 3:41 pm

  • In fact, what he's really saying is "Why you not do it the Warsow way?" :P
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    PinkRobot
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Thu Apr 16, 2009 11:29 pm

  • Existing gamemodes have been used quite frequently to implement additional gamemodes, before race was implemented, CTF flags were used to emulate such functionality in runrunrunrc2.

    Trickjumps and racing are also not mutually exclusive.
    TVR
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Fri Apr 17, 2009 12:12 am

  • wow.

    For once, I agree with TVR.

    :-)
    Dokujisan
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Fri Apr 17, 2009 2:40 am

  • As far as I understand, the race gamemode was NOT originally intended for these "trickjump" maps. If you look at the original race maps, they are very simple, and are designed for doing large numbers of laps around circular maps, not linear maps, thus emulating vehicle racing games, not trickjump mods.

    However, there had been demand for these Warsow race/DeFRaG style maps for a long time (the reason for the Nexrun project), and the race gamemode's checkpoint system and other new features that no one else had coded made it adaptable, if not perfectly (more precise times), for such things.

    So I can see how someone joining a race server would expect a simple map that could be easily completed, and have the challenge be in getting a fast lap, as this was the original intention of the mode. However, I don't believe much of this will change, as there has been huge popularity of the race adaptations of Nexrun maps and many more maps made in the same style.

    Thus, I think all you can do at this point is vcall endmatch.
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    pavlvs327
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Fri Apr 17, 2009 5:16 am

  • Once there is enough demand, I'd have no problem with splitting the race server into two, one with "fun maps" (containing maps that require no special skill to at lease complete, but where the challenge is to do it fast - like the nexuiz map derived race maps, the portal race maps, yourewinner and other race tracks), and one with "challenge maps" where 95% of the players aren't even able to complete them.

    But as of now, it'd be pointless to host two race servers.
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    divVerent
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Fri Apr 17, 2009 6:36 pm

  • div0 you mentioned a way to classify race maps before, maybe we can do something like that in the near future. This could be a new value on the mapinfo telling the difficulty level normal/hard/very-hard plus a new cvar for setting the server difficulty. Then only maps with difficulty <= server difficulty will be chosen by the server in the map cycle.
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    mand1nga
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Fri Apr 17, 2009 9:39 pm

  • mand1nga wrote:div0 you mentioned a way to classify race maps before, maybe we can do something like that in the near future. This could be a new value on the mapinfo telling the difficulty level normal/hard/very-hard plus a new cvar for setting the server difficulty. Then only maps with difficulty <= server difficulty will be chosen by the server in the map cycle.


    Or perhaps show this difficulty value in map votes.
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    FruitieX
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Fri Apr 17, 2009 10:26 pm

  • I don't know if many people have played the Trackmania series but they have a similar kind of race format where you just keep looping over something.

    This means there are some servers where maps tend to be more about getting through them fast and others that are more trick oriented. As it happens the trick jump circuits generally aren't so good for competition as it's not such a good test of speed and can be won by chance rather than skill.
    Ed
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Fri Apr 24, 2009 6:08 am

  • I can understand how those maps seem impossible but at this point I don't think it can be helped. Altho, Race seems to become more and more popular so maybe having a way to "rate" difficulty of each map would definitely help, so that we could have different servers with maplists based on difficulty.

    What I'd like to add tho, is that for some players, those maps actually ARE race maps. Even the harder ones, doing the tricks for them is not that hard so it still is about getting a faster time and not just doing tricks. But, I can't really think of more than a few players at that level, and mind you, they actually can spend 2+ hours on the same map learning and finding ways to do it faster and faster (hi red dragon). If you spectate those players they make it look very easy. Obviously, the harder maps were made for those players and not for new or regular players who just want some fun but atm there's only a few servers and a few maps so they pretty much all run the same maplist.

    In any case, Race mode is still young, so who knows what mappers will do. Personally I've been working on a map and my goal is to make it possible for anyone to finish, no kill triggers or lava or anything, but a lot of different tricks that can be used to make it faster if those tricks are succeeded. Some of the tricks will look impossible for most players but it's those tricks that will reward you by saving a few ms here and there if you are skilled enough. A "normal" run by a decent player will take around 1min20sec but it definitely can be done in less than a minute. What's hard about this is to make it challenging enough for good players but still make it fun for everyone because it requires a LOT of testing to make sure all the tricks are doable, that distances between tricks are perfect for both faster and slower players, etc. It's actually much more testing than actual mapping. :/
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